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hat Version of the Playtest Documents were you using?
2.6 with New Big Hat
Strategy
Plant Explosives
Scheme List
Breakthrough
Outflank
Dig Their Graves
Take Prisoner
Harness Ley Line
Time & Rounds Played
3 rounds 3 hiurs
Final Score
1(Probably would have ended with 5-6) to 1
Forum Name
Thatguy
Leader
Som'er
Crew List
Somer (9 stones)
Skeeter
Skeeter
Lenny
Gregory and Olaf
Gremlin Crier
Spit Hog
Spit Hog
Old Cranky
Bayou Gremlin
Strategy VP Scored
1(3)
Scheme 1 & VP Scored
Outflank 0 (2)
Scheme 2 & VP Scored
Take Prisoner 0 (2)
If you could play this same Encounter again, what would you do differently?
Probably would have made room in the crew for versatile or outside key word scheme runners. Played G&O more agressively for Pig Eating Grin shots.
MVP model (and Why?)
Lenny hands down. He's still strong offensively putting a hurt on Mad Dog, but defensively Gremlin General was incredibly powerful.
Forum Name
Touchdown
Leader
Parker Barrows
Crew List
Parker (2 stones)
Doc
Mad Dog Bracket
Waku Raider + Wanted Criminal
Waku Raider + Wanted Criminal
Pride
Bandido
Bandido
Strategy VP Scored
1
Scheme 1 & VP Scored
Outflank 0
Scheme 2 & VP Scored
Harness Ley Line 0
If you could play this same Encounter again, what would you do differently?
Drop one or both Raiders, they are good, but expensive. Leave Parker more stones.
MVP model (and Why?)
Pride. The anti-cheating shenanigans were powerful, especially vs Bayou Two Card. He wood have done more but was a priority target and there weren't enough stones to keep him around.
Concerns and/or Confusions?
Dig Their Graves is a difficult scheme. If no one plays with corpse markers, traditionally we skip placing them. But if you insist that they're placed, in a crew that doesn't use them you are tipping your hand pretty hard.
Additional Feedback?
New Big Hat is strong. Offensively they're about where they where previously. Defensively they're massively improved. A lot of models will be sitting at effectively Df 7-8 due to Gremlin General, with Bayou Two Card, they might be the most defensive crew in the game currently.

Sorry if this is a silly question but is it possible to stack Somers aura using his Skeeters?
Eg if Sommer and both his Skeeters used the 'Do it like this Action' and discarded a Rams. (Bit card intensive with the Ca as well but with Sommers Draw rate its not to hard to set up. Especialy if you used Sami Lacorix + a Gremlin Crier to cycle and increase your hand size)
Could Burt Jebson get an additional 3 rams to his duel total one from each aura? (Plus potentially 1 from Lenny, 1 from a flip/ cheat) This gives a grand total of 6 rams including his inbuilt.
Crunching some numbers and thinking it may be possible to get Jebson up to a 8/9/10 damage spread with a potential 3 attacks via reckless.

So what are your thoughts on STG in the current gaining grounds? What strats and schemes suit him, what crews do you tend to take and how are you playing him?
He used to be my go to for interference but I just realised that I've not used him this year so thought I'd sound out some inspiration.

Hi,
First time creating a topic, and I actually feel some kind of shame asking about an alpha strike thing, considering the reputation it has in malifaux, especially with us bayou crawlers.
I read on thinkin luck and a wyrd place facebook groups about the existence of an alpha strike move to do with warpigs and Som'er. I actually don't own Warpigs, and I'm not sure to be the kind of player that likes alpha strikes period, to be honest, but I'm wondering what it could be. You could say it's for research purposes. 😉
It will certainly be added in the future Som'er Tactica, but for now, anyone would dare to talk about this new wonderful secret weapon?
Cheers,

Howdy!
I’ve taken a break from Parker, and have been enjoying playing Ulix with his new upgrades. I feel like Ulix, and Pigs in general, have a lot of play in GG18 with the emphasis on durability and mobility. One of the issues I have had with him, though, is his need to get in close to the enemy to do anything.
This got me thinking about what I could do to give the Pigs a bit more ranged “oomph”. That’s when I remembered that Somer has “Pig Feed”, and upgrade that gives him Pork Whisperin’ and an action to push Pigs toward an enemy and maybe even get an attack. Add to that his Boomer, and the guns of Bayou Gremlins, and we have some of that ranged support for the Big Pigs.
I definitely plan to give it a run for a few games, but I’m curious to know if anyone has given Somer with Pigs a try in GG18, and if so- what have your experiences been?

I started Gremlins a week ago or so (I own Brewie, Zipp and Som'er), and now with my mates we're playing using the GG18.
I'll be playing Gremlins, my opponent Arcanists. We've generated randomly the Encouter:
SYMBOLS OF AUTHORITY; Standard Deployment
- Punish The Weak
- Search The Ruins
- Set Up
- Inescapable Trap
- Dig Their Graves
Right now, I'm more headed towards Brewmaster, 'cause I want to test him in Faction as I always used him as 10T, but Zipp can be the right choice too, or Som'er.
The reasoning behind the BMaster in this setup is 'cause I can place the Symbols relatively close to each other, and oblige my opponent to come at me and stay inside my bubbles.
For Punish The Weak, I think that I can go for a killy crew, but I need Interacts for the Strategy and the other Schemes. Maybe Fingers + Burt + Golem? First Mate to push enemies around?
What do you suggest guys?

I was going back through Somer's upgrades today and landed on Encouragement. It has the following: Rock to the Head: When declaring an Action, other friendly gremlin models within 8 may suffer 1 damage to gain a to any duels resulting from the Action. If this gets used when declaring a charge, do both resulting attacks get the bonus? Previously I would have assumed no, but in light of the Leveticus Channel ruling I'm thinking Yes now.

When I started Malifaux some time ago, I decided to buy von Schill and his comapny - it seems a fairly "fist-to-face"-style of playing, learning the rules and getting used to the game. I then forgot about Malifaux because I didn't want to give it that much thought as I should have done. Recently, I painted my company, giving the game another try. And I'm quite impressed how good it is. I realized, it's not the game's fault - it's my fault. I was a bit disappointed with the distribution of luck since I happened to get some really bad cheating hands. But I forgot about soul stones. It seemed frustrating when my opponent had better cards to cheat with. But I forgot about soulstones and bonus flips. There are multiple layers to this game and I am really hooked right now.
Anyways, here are pictures of my von Schill crew:
And one in-action foto:
Unfortunately, the rest of the Outcast Masters doesn't suit me that much, therefore I decided to switch faction and going to... gremlins (uuuh yeah!). I ordered Ophelia and Som_er and some pigs and in the meantime, von Schill's crew will get one or two additions.
I also started building a Malifaux-board, so have a look at the Terrain Talk, too

Hi,
I first picked up some Malifaux minis a long while ago and then never got much of a chance to see the guys I was planning to play with, and they've been sitting on a shelf since.
I recently decided to get them painted up and actually get ready to play (and couldn't resist picking up some new ones), but the problem is, some of the minis I have are the old 1st edition ones. I've got hold of the updated card packs, but it's left me in a bit of a quandary over how I'd get hold of certain models.
I have the old metal Somer boxed set, and the old plastic Wong single. That means that I have the masters, but not their henchmen/enforcers or totems.
Is there any way of getting hold of the models I want without having to buy doubles of the models I already have?
Failing that, does anyone have suggestions for proxies?
Thanks for any help you guys can give.

Gremlins are the faction that got me to play malifaux. Although I started with ten thunders I found them kinda boring and not very thematically fun so I only played occasionally. Gracie hooked me and i've been a gremlin player since (who doesn't want to play a pig in armor from the kitchen). I don't post on the forums much but i've been having serious problems running gremlins. As this is the only faction I have I thought I'd look for some advice here before I sell them and try to start over.
I've played for 2 years almost, over 100 games, and I own every gremlin model in the game. During this time I've gotten so badly beaten by even the newest of players that I'm having a hard time reconciling the balance of the game when it comes to playing gremlins who seem to crumble by the middle of turn three. I'm disheartened to the point of just selling off my models and finding a new game to get into. So to get deeper into it....
I tend to play Zoraida and Ulix most followed by Somer. I've not gotten much play time in with Wong or Brewmaster and I dislike how ophelia plays. I tend to try to focus on strategies and schemes that require scheme markers as I expect to be able to out activate opponents for a turn or two and can get 3-4 points this way easier. I typically avoid points requiring long term terrain holding as this has always failed when gremlins get into combat.... they always just die in droves so I lose models and often gain zero points.
Most of my games are basically over by the end of turn 2 or middle of turn 3. I understand that the out-activation that gremlins bring because they are cheap to purchase and have reckless abilities is how they should be powerful. However, in my experience the extra AP and activation control is only relevant until the end of turn 3 as by that time I've lost so many models, been forced to retreat or hide out in terrain, or just can't stand up to even a moderate sized opponents hand that the extra power in AP and activation is gone. I've had several games where I've lost a huge number of points in a turn and a half (turn 2 to middle of 3) and can't claim points beyond maybe 3 or 4.
Comparing equal points model to model I can't see the balance in abilities and stats. Although many gremlins can get extra AP with reckless/drunk and reckless, the payoff isn't enough to make them that much better compared to models of the same points that can do the same or better actions without a down side that can cause them to get killed in one shot. Example: Nino (the big guild sniper) compaired to Rami. Nino can kill models by focusing quite easily with a high damage flip. For Rami to do the same I've had to reckless, get the ram trigger to knock myself to half health to get the same effect.
If you consider the damage level a gremlin can do with a Ram trigger they are decent hitters but they also blow themselves up in the process and cost me models when this happens. One of my worst outcomes was losing Francois to a massive hit (admittedly killing the minion he hit) followed by losing Bert because of a ricochet trigger (flipped late and couldn't cheat to change), then because my two big hitters that were protecting Somer were gone he also died that turn. All because of one turn of damaging myself.
My local Henchman has been extremely patient working with me to either get better or figure out lists to play for certain schemes etc. However, we've run out of ideas. I've tried playing conservatively, which helps with gremlin survival but I often still only get 3-5 points because my opponent has had two turns of free roaming for points. I've tried being aggressive with expendable models but find that I'm just spending two turns and 3-4 models to nullify one 5-10 point model, often losing 8-15 points of my own models in the trade. I've tried being more selective with schemes and strategies by focusing on what other gremlin players play (from podcasts and tournaments) but inevitably lose so many models so early on that I'm just waiting for my opponent to get max points and end turn 5 with a 4-6 point spread between us.
I'm extremely positive and excited about playing every game (one to three games a week). I listen to and read hours of malifaux posts and podcasts every week trying to learn to play better. But by turn 2 or 3 in most games, even against new players, I'm just wanting the game to be over because i've lost so many models and will only be able to get half or less than half points and feel like i'm just waiting for my opponent to max out their points while I wait an hour for the game to end.
I understand that it's possible, and very likely, that I'm playing extremely badly and can't figure out what to do to get better. But I also can't see the balance of the game when looking at a gremlin card compared to other factions. I love the game and how it plays but I'm very close to just selling all my models...... ANY advice would be great, any ideas for lists, advice on schemes and strategies to choose, any help with understanding how gremlins are even close to other factions in power level would be great before I decide to dump them.
Thanks in advance

^^ This one corner of my display board, that I started making to show off my as yet to be completed models. I also have posted this previously on the wyrd place fb group so if you've seen it before that is probably why
T'other side of the board - home to the all important Still! Behind some flimsy camoflage lol
View of the still. I made it with a piece of cork (covered by plasticard), a button, a bit of a wooden dowel, and the metal tubing is a paper clip I messed with quite a bit. I made some 'bolts' on the still, with paint, added some weathering powder for soot - first time I used it so I wanted to experiment a bit. I did a little coal fire under the whole still, sitting on a metal frame (matchsticks). The rocks are bits of cork left over from cutting out the rounds for the bases.
^^ Here's a little collage of the outhouse.
here's the pigpen: (well it might fit Gracie. I didn't realize the wild boars for instance came on the bigger bases ><)
here's a close up of my fave part, the trough:
The idea is kind of a 'omg what would gremlins actually feed their pigs?!' here so I took some bits of left over sprue, some hotglue, and realistic water and came up with a trough of unmentionables.
While the inspiration for the whole board is pretty obviously the bayou, I also got a lot of inspiration from living here in Georgia. The base was coated with burnt sienna, to help try to portray the red clay soil we have here. If I'd kept the foliage the way it really ought to be, based on how it grows here in wild areas, you'd never see the board lol so I tried to add just enough to help liven it up some.
Already working on my concept for its next component, being as how I just bought a bunch more Gremlins that won't fit on this board lol but first I promised myself I'd actually build and finish some of the Bayou box I already have.

Minnesota wargamer Alex Vien/TheGreatSerpent has written up an awesome battle report with his favorite Outcast vs the devious Gremlins.
Alex is preparing for the Renegade Open and has been experimenting with the idea of having an 'All-Comers' Parker Barrows list that he can drop into any matchup. In this battle report he continues to test out that experiment and gives a turn by turn re-telling of his game. If you enjoy his batrep, leave a comment for him.
http://midwestwargaming.com/battle-report-parker-barrows-v-somer-teeth-jones-malifaux/
Here's his list:
Parker Barrows +4 Pool
-Hail of Bullets (1)
-Highwayman (1)
-Stick Up (1)
Doc Mitchell (3)
Mad Dog Brackett (9)
-Lucky Poncho (1)
-Crate of Dynamite (1)
Sue (8)
-Oath Keeper (1)
Pride (8)
Big Jake (5)
-Oath Keeper (1)
Bandido (5)
Bandido (5)

I've finally done my first game with somer yesterday....Won 9-2 vs Kirai but I came out with more doubts and questions.
Surely Somer is an unstoppable summoning machine, with a lightning bug he can easily summon 3 full health pieces x turn. No question, this is smooth and is exceptionally strong in game - like yesterday - where there is no scheme for killing and you can spam gremlin around fearless.
But when it comes to kill? I found him quite unreliable for a master. On paper, I thought it was devastating also when it comes to kill...but on a second sight?
Sh 5 is quite low, I was surrounded by Df 6 model (Yes, unusual...) or HTW model so I couldn't even count on the Focus+. On the paper looks amazing, but I found myself unable to capitalize on it. I had lenny in range always...and wanted to shoot on my models to trigger the two blast, but enemy were too spread around.
He has basically no Ml dmg? The min. 1 DMG makes him so useless at a first sight. Maybe with a focus charge? But it takes all the AP to make - at the best - 5 or 6 dmg?
I had only the family tree upgrade...does it worth to consider encouragement or can o beans? At a first look, they don't seem to be exciting.
Is there any other thing I'm missing from it? Any cool synergies or combo?
Another model that didn't do that good was Lenny. It's very, very slow...if you have to use it to counter-strike a crew jumping in your face, is definitively good for 9SS with a good damage track. But if you have to go in? It's very "slow"...and also couldn't really get much out of the "I'll love and pet it...". I couldn't get a tome in the first 3 turns, surely unlucky...but is this upgrade worth usually?
And with WP 1....against those resser CA attack on WP, well....not exactly the best
Overall I was positively surprised from Moon Shinobi: against resser they might be able to pay themselves, mostly if you find the Yin. With the 8" mask built-in with Somer, they can be focus and pushed easily by any bayou gremlin, incredibly mobile.
As usual, thanks for feedback !
p.s. Burt Jebsen is a pure beast, with Lenny and Somer aura is kinda...rude
p.p.s. I've hired only two gremilns leading to a first turn Family tree, Family tree and kill a gremlin for a new pig. Is there a better way to start summoning? What do you hire usually to maximize?

Had a game recently and I found I had some issues in the beginning with Somer's summoning, in hindsight I should have taken another turn to summon instead of advancing like I did (maybe). I'm just looking for any ideas maybe I missed for how to better control Somer's summoning.
After the game I realized, I could have stoned for the mask suit, which would have done me better service.
Part of the problem was my hand had no masks for "do it like dis" *or* any 8+s to summon off of!
Bayou two card looked like my only option, I got one summon off, but drew/flipped really badly for the other two.
So, is that just the way the cookie crumbles sometimes or is there something else maybe I should have/could have done?
Also, re: Lenny's damage reduction aura "Big Target" for friendlies within, I think it's 3? inches, does that include any piglets he summons from deliberately whacking the pigapult with his "I'll love it and pet it" tome trigger? The way I'm reading it, the card just says the pig suffers a 1/2/4 damage flip that cannot be cheated. Doesn't say "not reduced" though, so I was wondering if this would be included in Lenny's aura.

I played my 5th game of Malifaux, I think it was, vs. a Rasputina crew, for the first time, a bit ago and I've been trying to get an idea what to do better.
Course I got slaughtered. A lot of that was me not quite getting all the combos in the right order for Somer - and totally forgetting about Survival of the fittest sigh. And he totally failed to summon one round. And I also had no idea how to combat Rasputina's Ice mirror chaining thing.
Anyway we had Reconnoiter for strategy; I chose plant evidence and Line in the sand for schemes; one of the ones my opponent chose was assasinate. (I don't recall whole pool sorry) This is only the second time I've played with any strategy and schemes and we're not yet using any of the new ones even.
I'm playing Somer (Family Tree, Can O Beans), with 3 bayou gremlins to start, a slop hauler, Sammy, Lenny (Hide in the Mud), and two Skeeters. Idk what my opponents crew is now sorry I'm mainly focusing on my own mistakes and trying to figure out what I could do better.
Right off I made mistake of not realizing Sammy could still take upgrades, and that I could have stoned to prevent damage, so I got that one now. Second mistake I think I made was after the first summoning of Bayou Gremlins, and healing them, I didn't go reckless and move up the field but held them back in Lenny's bubble more, which ended up counter productive.
I did get some markers down for line in the sand, and my opponent and I got embroiled in combat with Lenny being the main target, after Sammy went down. Lenny being the assasinate target. I moved the slop hauler up to try to help keep Lenny healed up to deny him his points. I also realized then that a better upgrade for Lenny would probably have been Dirty Cheater, and I should have used his Pet the Piggy action rather than trying to go mano o mano so to speak.
So some of the questions I came up with during this game are:
How do you deal with a master like Raspuntina generally, to disrupt the chain thing? do you simply try to stay out of LoS? I realize this is a hugely open question but any help is appreciated.
Somer's Survival of the Fittest - if a gremlin dies within the range, *when* does he draw the cards? Is it immediately after it dies? end of the turn? I get the usefulness of this ability I'm just fuzzy on the mechanics
For those who also summon - when do you want to stop? And what do you generally do with Somer once you stop summoning? I had him at the back for pretty much a lot of the fight. Should I be moving him up the field with bayou gremlins in tow?
Anyway, advice is always welcome I've still got a ton to learn so I'll take all the help I can get!

Played in a tournament yesterday, and round 2 I got absolutely destroyed by gremlin....was 9-1 in the end I think. How on earth do I handle Gremlins???
Strat: Interference
Scheme pool: Murder Protege, Alits, breakthrough, bodyguard....don't remember the others. I took Murder and Bodyguard (Killjoy), declared Murder (Fingers was the target). Opponent took Breakthrough (declared) and bodyguard (Fingers)
I took both Viks, Librarian, trapper, Student of Conflict, 2x Freikorpsmann, Librarian and Killjoy (buried)
He took Som'er Jones, Trixiebelle, Fingers, and a bunch of other Gremliny things.......
Trapper was in a good spot, but his pot shots were fairly ineffective. Freikorpsmenn pushed up hoping for cover behind a wall, but they got picked off almost as soon at got to the wall. The others....terrain wasn't really my friend. Som'er summoned a few gremlins in turn one then pushed out into the open on my right turn 2. There was some angular cover in the middle, then open terrain until the next lot of cover. I could get my viks from cover to cover without being exposed to Som'er, so I chose to hid behind the cover and take my chances against his blast (bad choice). Turn 3 Som'er pushed out down to the same side a bit more into the open, I tried getting Pokey Vik across, but she was ineffective . She got killed, so I brought out Killjoy (Librarian was already dead) By the time turn 4 came around, all I had left was my trapper still trying to shoot Fingers, Student of Conflict, and Shooty Vik. Shooty Vik ran across the left to try and engage Fingers, SoC also ran down to help out. Killjoy moved up to kill Taelor and to claim 1VP from Bodyguard. Turn 5, Killjoy died, Fingers was still being invincible and we wrapped it up.
So, basically, it took until turn 3 to kill anything, and that was Killjoy killing Taelor (who didn't matter in this game anyway). The Squeel trigger just destroyed me, couldn't get more than 1 hit on anything, and it would just run off and heal.
So, given that, what on earth could I have done this game? How do I handle gremlins? In hindsight von Schill might have been a better choice...but really, no idea how I could have done anything effective. I just couldn't get anything going at all.
Doesn't help that for the first 2 turns I not only didn't have anything higher than 10 in my hand, and I also didn't flip anything higher than a 10 at any useful point